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Messages - Mattrick_

#61
Honestly it was kind of fun, because the randomness was all over the place. I thought navigating the map was the worst part, it was more convoluted than a termites nest the way it wound around on itself. Overall still really enjoyable.

Another rhing to note. I have found a few overworld item boxes that endlessly respawn (last night had an endlessly respawning red lander). Dont know if this is fixable, but it was annoying to see.
#62
The new randomizer.... it works on TGL secret.....

Youve been warned  :skull:
#63
That is correct, it happened only in two instances, but only actually made a difference in one of them, because the SSS key entrance, was masked by a + key. Other than that, off the top of my head there wasnt anything else i can think of.
#64
Okay!

MONSTROUS PROPS GOES OUT TO MLPERRY (Headfonez) FOR PULLING THIS OFF!!! Its great man!

I had one instance of an out of map zone, but it didnt affect anything it was just a second corridor 2 which was already cleared.
Outside of that everything else worked as intended.... i did NOT find everything because fuck exploring ever single square inch of hte map in all the convoluted backtracking areas that the randomizer generates.

It did make for a lot of fun though, and we most definately can use this to race!

Thanks a ton for making this happen man!  :redlander: It only gets better from here!

http://www.twitch.tv/mattrick_/c/6473444 if anyone is interested in seeing the entire run
#65
Testing as we speak
twitch.tv/mattrick_
#66
Okay i did 2 full runs of this new randomizer.

As far as codes are concerned, the generator does not like numbers. nor does it like spaces, it also doesnt seem to like long words, as the longest word i got to work was Ballzanicus. Not sure how it affects map generation other than knowing that the default map if you dont add any words was broken for area 10, as was ballzanicus.

Now for in game issues.

First off... Map Item Boxes: These are not random.... no matter the "code" you put in when you generate your game... they spawn the exact same way...
EE, EE, E Tank, Shield, EE, Red Lander, Blue Lander, Shield, Cutter saber....

The other problem we have with items is.... every time, and i tried 3 different maps, is that in area 4, you ALWAYS have 5 shields because of item box spawns. This is bad, you are essentially invincible at this stage of the game with 5 shield powerups. If you are going to lock the gun/shield upgrades to their respective areas, then randomizing them into other boxes can totally destroy the flow of the game... it sort of needs to be all or nothing after having played through it a few times.
Red Fleepa with a shield barely dented my health, Blue Optomon with 4 shields was a joke, blue clawbot barely touched me even with his claws when i had 5 shields.  Gun powerups were not an issue because they didnt show up in the normal map item boxes at all.

Minibosses... they do not randomize their drops nor do random bosses pop when a miniboss spawns.

Corridors, do not randomize drops...

I can echo the others sentiments in broken area 10.... the game just decides to not draw up the area.

Another concern is whats happened to me a number of times so far in runs.... and ill post a video to show because its a sight to behold.
http://www.twitch.tv/mattrick_/c/6471365
When it ends, your whole UI is borked... text is all fubar, and everything is fubar.

Other issues, the SSS key portal in certain spots not working as intended, and is traversable without the key. Other portals not working at all.

Lots of portals to Corridor 0 which is in a black part of the map and has a portal up, or the broken message room (video above) which is also in a black space on the map.

Once those issues get ironed out, this will be fun to race for sure!

#67
Testing it now.... Twitch.tv/Mattrick_

I encourage you to come check it out man... its.... interstesting :P
#68
That was my main concern. But as long as it follows the normal flow of the game, even if the map doesnt look normal, we should be fine
#69
It actually would make for an interesting race as long as we could keep track of progress theough corridors. Will the randomizer keep the corridor numbers confind to their respective areas?
#70
Oh dont you worry Fireball! WE ARE GOING TO TEST THIS :D
#71
Wow by friday? Thats badass!
Limiting the number of corridors isnt an issue, we can just set an arbitrary number.
As long as the map is kept within the confines of the standard size, the games shouldnt be more than a couple of hours long as long as we dont get some insane bad luck on item spawns.
#72
I am that other speedrunner that Fireball has been talking to, and i concur with his ruleset completely, as him and i came up with it together.

Seeding would be phenomenal if its a possibility (i dont code so i dont at all know its done) but it would definately be a benefit when trying to setup a 4 or 5 man race.

One important thing that Fireball touched on that i want to echo, is that the areas need to be locked behind keys. The main reason for this is game flow, as well as progression. For the most part, we want everyone taking the same path so that people watching the race can get an idea of whos in the lead. if the whole game is open, 4-5 guys can easily go 4-5 different ways.... which isnt exactly great for race progression.

Also, keeping 2 corridors per area is also important, basically just to make sure that the game follows the same format it currently does.

Outside of that. His list is basically perfect :D